Safari freezes when we try to use canvas.putImageData to draw image to canvas. Safari version is 15. happen in MacOs and iPad.
I have made a reproduction here.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<style>
* { padding: 0; margin: 0 }
html,body {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<div>
<button id="btn">
get random number
</button>
<button id="btn2">
open a tab
</button>
</div>
</body>
</html>
<script>
let i = 1;
const btn = document.querySelector('#btn');
const btn2 = document.querySelector('#btn2');
const urls = ['https://st-gdx.dancf.com/gaodingx/0/uxms/design/20210914-213851-d8b8.png'];
urls.length = 1;
btn.onclick = () => {
console.time('click');
btn.innerHTML = Math.random();
console.timeEnd('click');
}
btn2.onclick = () => {
window.open(window.location.href);
}
for(let i = 0; i < urls.length; i++) {
const img = new Image();
img.src = urls[i];
img.crossOrigin = 'anycrossorign';
img.onload = () => {
const canvas = document.createElement('canvas');
canvas.width = 1000;
canvas.height = 1000;
const ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
const pixels = ctx.getImageData(0, 0, 1000, 1000);
for (let i = 0; i < pixels.data.length; i += 4) {
pixels.data[i + 3] = 255;
}
ctx.putImageData(pixels, 0, 0, 0, 0, 1000, 1000);
document.body.appendChild(canvas);
}
}
</script>